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* - Move all DataModel item files to a new 'items' subfolder for better organization - Add _module.mjs file to simplify imports - Update all import paths - Rename class for use the new acronym DH * FIX: remove unnecessary import * FEAT: BaseDataItem class add TODO comments for future improvements FIX: Remove effect field on template FIX: remove unused DhpEffects file * FEAT: new FormulaField class FEAT: add getRollData on BaseDataItem Class FEAT: weapon FIX: remove inventoryWeapon field on Weapon Data Model * FEAT: add class prepareBaseData for domains * FEAT: new ForeignDocumentUUIDField FIX: Remove unnecessary fields FEAT: use ForeignDocumentUUIDField in the Item Class DataModel * FIX: remove wrong option in String Field * FIX: remove unused import * FIX: ADD htmlFields description in manifest * FIX: minor fixes * REFACTOR: rename folder `data/items` -> `data/item` REFACTOR: rename folder `data/messages` -> `data/chat-message`. * FIX: imports FIX: items sheet new paths FIX: ItemDataModelMetadata type jsdoc * FEAT: formatting code FIX: fix fields used FEAT: add jsdoc * 110 - Class Data Model (#111) * Added PreCreate/Create/Delete logic for Class/Subclass and set it as foreignUUID fields in PC * Moved methods into TypedModelData * Simplified Subclass * Fixed up data model and a basic placeholder template (#117) * 118 - adversary data model (#119) * Fixed datamodel and set up basic template in new style * Added in a temp attack button, because why not * Restored HitPoints counting up * 113 - Character Data Model (#114) * Improved Character datamodel * Removed additional unneccessary getters * Preliminary cleanup in the class sheet * Cleanup of 'pc' references * Corrected Duality rolling from Character * Fix to damage roll * Added a basic BaseDataActor data model * Gathered exports * getRollData recursion fix * Feature/112 items use action datamodel (#127) * Create new actions classes * actions types - attack roll * fixes before merge * First PR * Add daggerheart.css to gitignore * Update ToDo * Remove console log * Fixed chat /dr roll * Remove jQuery * Fixed so the different chat themes work again * Fixed duality roll buttons * Fix to advantage/disadvantage shortcut * Extand action to other item types * Roll fixes * Fixes to adversary rolls * resources * Fixed adversary dice --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * Feature/116-implementation-of-pseudo-documents (#125) * FEAT: add baseDataModel logic * FEAT: new PseudoDocumentsField FIX: BasePseudoDocument 's getEmbeddedDocument * FEAT: PseudoDocument class * FEAT: add TypedPseudoDocument REFACTOR: PreudoDocument FIX: Typos Bug * FIX: CONFIG types * FEAT: basic PseudoDocumentSheet * FIX: remove schema ADD: input of example --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: WBHarry <williambjrklund@gmail.com> * Levelup Followup (#126) * Levelup applies bonuses to character * Added visualisation of domain card levels * Fixed domaincard level max for selections in a tier * A trait can now only be level up once within the same tier --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com> Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com>
100 lines
3 KiB
JavaScript
100 lines
3 KiB
JavaScript
const { ApplicationV2, HandlebarsApplicationMixin } = foundry.applications.api;
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export default class RollSelectionDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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constructor(experiences, hopeResource, resolve) {
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super({}, {});
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this.experiences = experiences;
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this.resolve = resolve;
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this.isNpc;
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this.selectedExperiences = [];
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this.data = {
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diceOptions: [
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{ name: 'd12', value: 'd12' },
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{ name: 'd20', value: 'd20' }
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],
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hope: ['d12'],
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fear: ['d12'],
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advantage: null,
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hopeResource: hopeResource
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};
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}
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static DEFAULT_OPTIONS = {
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tag: 'form',
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id: 'roll-selection',
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classes: ['daggerheart', 'views', 'roll-selection'],
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position: {
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width: 400,
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height: 'auto'
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},
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actions: {
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updateIsAdvantage: this.updateIsAdvantage,
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selectExperience: this.selectExperience,
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finish: this.finish
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},
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form: {
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handler: this.updateSelection,
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submitOnChange: true,
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submitOnClose: false
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}
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};
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/** @override */
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static PARTS = {
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damageSelection: {
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id: 'damageSelection',
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template: 'systems/daggerheart/templates/views/rollSelection.hbs'
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}
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};
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get title() {
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return game.i18n.localize('DAGGERHEART.Application.RollSelection.Title');
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}
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async _prepareContext(_options) {
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const context = await super._prepareContext(_options);
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context.isNpc = this.isNpc;
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context.diceOptions = this.data.diceOptions;
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context.hope = this.data.hope;
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context.fear = this.data.fear;
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context.advantage = this.data.advantage;
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context.experiences = Object.keys(this.experiences).map(id => ({ id, ...this.experiences[id] }));
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context.hopeResource = this.data.hopeResource + 1;
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return context;
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}
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static updateSelection(event, _, formData) {
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const { ...rest } = foundry.utils.expandObject(formData.object);
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this.data = foundry.utils.mergeObject(this.data, rest);
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this.render();
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}
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static selectExperience(_, button) {
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if (this.selectedExperiences.find(x => x.id === button.dataset.key)) {
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this.selectedExperiences = this.selectedExperiences.filter(x => x.id !== button.dataset.key);
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} else {
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this.selectedExperiences = [...this.selectedExperiences, button.dataset.key];
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}
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this.render();
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}
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static updateIsAdvantage(_, button) {
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const advantage = Boolean(button.dataset.advantage);
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this.data.advantage = this.data.advantage === advantage ? null : advantage;
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this.render();
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}
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static async finish() {
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const { diceOptions, ...rest } = this.data;
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this.resolve({
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...rest,
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experiences: this.selectedExperiences.map(x => ({ id: x, ...this.experiences[x] }))
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});
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this.close();
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}
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}
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